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Messages - akk1990

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The X-Com Files / Re: [submod]Submod list for XCF
« on: October 04, 2023, 10:53:23 pm »
This may seem like a dum dum question, but when installing submods you dont include the 'metadata.yml' file do you?

It seems whenever I do include it, XCOM Files disappears from the OpenXCOM Extended mod menu.

EDIT: Nevermind, nevermind. I figured out what I was doing wrong.

2
The X-Com Files / Re: Embassy/Colony change - not sure where to go
« on: November 14, 2021, 10:29:34 pm »
Nevermind, found the option in vars_XCOMFILES.rul

I missed it the first half dozen times I looked through there because i'm blind.

Changed the allowCountriesToCancelAlienPact to true and now its all good.

3
The X-Com Files / Embassy/Colony change - not sure where to go
« on: November 14, 2021, 09:04:04 pm »
Does anyone know what I need to change and in which files I would need to make the changes in order to have countries get liberated after I destroy the Alien Embassy/Colony there?

I really want to start playing this mod again but after the change in 1.8 regarding the Alien Embassy/Colony I dont want to invest the time only to have countries irreversibly leave.

Thanks in advance.

4
The X-Com Files / Couple questions regarding more recent updates
« on: July 21, 2021, 01:56:36 pm »
I've been playing this mod and really, really enjoying it. However I am on the 1.7 version of the mod.

I've been looking at the changelogs and whilst most of the things look to be great, there are three things which stood out to me thats making me weary.

First, map size reductions.

Second, Alien Embassy changes.

Thirdly, the reduction in the number of enemies based on difficulty.

With regards to the first one, which maps have been made smaller? And by how much? One of the things I love about this mod is that the maps are huge and filled with enemies that can ambush you at any time. I really dont want to lose this feeling and have maps feel too crowded or tiny.

With regards to the second point, as destroying Alien Embassies (or Alien Colonies as they are now known) doesnt reclaim the nation, is there a different way to reclaim the nation from the aliens? Is there a way to stop nations from falling at all? It just seems remarkably unbalanced and unfair that conquest can only go one way and there is jack all you can do to stop or reverse it.

And finally, with regards to the third point, how much of a reduction of enemy numbers are we talking about? Is there a way to customise the number of enemies that isnt based on difficulty if I feel like there arent enough enemies? I like playing on the hard or normal difficulty settings but not the hardest setting, but I also like fighting hordes of enemies. I dont really want the number of enemies reduced, as such I'd prefer a way to turn this change on or off. However if the reduction is only very slight then it would be ok.

5
The X-Com Files / Re: Entere the alien embasy
« on: July 21, 2021, 01:24:11 pm »
Alien embassies have been removed from the mod.

How do we stop countries falling to the Aliens?

It seems counterproductive to have countries fall to the aliens without being able to either stop it or reclaim them

6
The X-Com Files / Re: The Tormentor
« on: December 16, 2020, 02:46:05 pm »
Well, to be honest I had to diversify crafts. Plasma cannons belong with the "alien" family, so it uses plasma cannons. Tormentor is with the "Earth" family, so it uses Gauss cannons.

I personally think it's rather debatable whether the plasma cannon is so much better than Gauss, considering its maintenance costs.

the range and damage is mainly why I wanted to put the plasma cannons on the tormentors.

is it possible to edit the files so that it can use gauss cannons and plasma cannons so there is a choice? or is it a matter of one or the other, cant have a choice? (EDIT: I answered my own question again. I played with the files a little and changed it so I can put either the gauss cannon or plasma cannon on the Tormentor and it works fine).

I mean, I fine it perfectly fine not to be able to put the plasma cannon on other human interceptors, but for a craft called the 'ultimate hunter' I just found it odd that you couldnt put the plasma cannons on it if you wanted to.

EDIT2: Is it possible to only build one Tormentor? I wanted to replace my three thunderstorms with three Tormentors but I cant seem to build more than 1 Tormentor.

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The X-Com Files / The Tormentor
« on: December 15, 2020, 10:32:47 pm »
Hi,

Any reason why the Tormentor cant use plasma cannons?

Its the most advanced interceptor you can get. It doesnt really make sense that it cant use plasma cannons.

I never really liked the lightening or the firestorm looks wise and now that I have built a bunch of plasma cannons I really dont feel like using valuable resources building those craft just to make use of the plasma cannons.

8
The X-Com Files / Re: Quick question about the sharing tech research
« on: December 15, 2020, 10:31:10 pm »
Are there any downsides to sharing this tech with others via the research option?

You get a decrease in council points.

The amount can vary, but giving away certain techs can lead to massive decreases in council points (up to -1500 for some).

And the 'rewards' arent always fantastic either.

9
The X-Com Files / Re: Vampire Knights
« on: December 06, 2020, 01:44:26 am »
HMGs and miniguns.

Three-four troopers with those bullet hoses can pin down and annihilate them quite easily.

Took down 5 of them in one mission without any of them getting close enough to hit me (tho one ALMOST got into range).

10
The X-Com Files / Re: Promotion II in 1.7
« on: December 05, 2020, 12:46:29 pm »
Greetings!

While there are other options, the easiest alien gadget to find is the Psiclone. It's commonly found against the EXALT members.

Thanks for the reply!

I wasnt lucky enough to find Psiclone, but you know what is really funny?

Right after I posted this thread I loaded into my game and immediately got a Hybrid Farm mission.

Managed to kidnap a hybrid and a chempistol, which got me Promotion II.

Sods law and all that.

11
The X-Com Files / Promotion II in 1.7
« on: December 05, 2020, 11:19:27 am »
Hi, just got into this mod and openxcom yesterday and I just want to ask for a bit of advice.

I am in august-september 1997 so far in my game and I am still just using kevlar vests and MP5s. Not sure if I should be using anything better at this point.

However the issue I am experiencing is that I cant get Promotion II to unlock.

I have run out of tech to research. The only thing I need to unlock the XCOM report #2 is the Chief Engineer, but for that I need the 'Cool Alien Gadget' tech to unlock.

Now, ever since I managed to kidnap a sectoid during a 'local military shoots down UFO' mission I have had a plasma caster and a plasma caster clip sat in my stores, however I cant research 'cool alien gadget'.

I cant research it because I need an improved lab, which I cant get without getting Promotion III, which requires Promotion II.

So I am stuck in a research loop.

Am I missing something? What else can I find that can unlock everything I need for Promotion II that can be researched using a standard Lab?

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